A_Li_N's Script Pack 1.2a
I have closed my shard down for the time being and figured I'd share some of the scripts I've made / highly modded with the public. This pack is for RunUO 1.0 RC0. B36 and below will be given no support. Here is a description of what you will be downloading :
Updated Interest System according to post #60. See that post for quick fix - Current Version = 1.2b
Updated according to post #50 - Current version = 1.2a
Updated according to post #16 - Current version = 1.2
Updated according to Post #8
Addons - BallistaEast, BallistaSouth, CatapultEast, CatapoultSouth, CatapultWest, GreekTemple *Created by KnightAGS*, Lighthouse, Piano, SerpantPillar - I didn't know if any of these were in circ yet, and I had made them with the addongenerator, so I thought I'd put them out there.
Bulk Reg Stone - BulkRegGump, BulkRegStone - A reg stone I made for my players. It allows you to enter any amount you want for each kind of reg, and it will charge accordingly (5 gold / reg)
Druids - AncientDruid, EvilDruidAprentice, EvilDruid, EvilDruidLord, DruidRobe, EarthScepter, WaterScepter, WoodScepter, SummonedTreefellow - I do not know who first posted the Druid pack (props to them) but I have highly modified the Ancient Druid and the robes. I included the other druids because the Ancient summons some of them. The Ancient is on a counter. When he is hit with melee, the counter increases by 1. When the counter is at certain levels, he will summon different things. Check the code to see what he summons and when. Included the SummonedTreefellow from the Druid Spell System as well, due to it being summoned. **Added back the disclaimers for the druids**
Hue Number Tub - HueNumberGump, HueNumberTub, HueMe - A dye tub that players can enter any hue number in the gump and be able to dye any item in their bag. The HueMe command allows players to get the hue of items in game, just like GM's doing [get Hue. I was going to put restricted hues in for this, but have not got around to doing it. If you want me to do that and update, please PM me and I will work on the generic code to do so. Added Hue Restrictions, see Post #16 for more info
Interest System - Interest System, InterestBag - An interest system...it will search through all player's bank accounts (both online and offline) and tally up their gold/checks. It then checks to see if they have an interest bag in their bank, and if not puts one in the top left corner, not movable. Then it puts interest in that bag. I have set it to do this once a day, with wich hour it does it commented in the script. Also commented where to change the amount of interest it gives, currently 1/100. Updated to give checks if amount to give is above 60k.
Mages - Illusionist, TerrokSage, Unsummoner, MageRobe, OrbsOfIllusion, SageStaff, Clone - Some creatures resulting from my imagination running wild. Both the OrbsOfIllusion and the SageStaff will emit a cirlce of light when worn, and both have different skill base. Orbs = Stealth, Staff = Magery. Both are damn good weapons, so you might need to tweak a bit. They are 'baseweapon' though, so they cannot be repaired, nor do their special abilities work. I might change this in future releases. MageRobes (there are 2 types) will give a boost to Magery when worn, and both give special Titles when worn/double clicked. The Unsummoner is a 'mage' that I created to counteract the tamers being able to use their dragons as 'bait' against the other two mages. These guys have special melee attacks/defenses. If a tamed creature hits it or is hit by it, it will stable that creature in the owners stable. If the stable is full, it will shrink it. TerrokSage is basically just a powerful mage with the SageStaff that will summon a UnSummoner if there are none within 15 steps. The Illusionist is a unique creature (as far as I've seen) She wears the Orbs and has a few special features when hit. When her health is higher than 1/4, she will summon 2 clones of herself and an Unsummoner. These clones are actually weaker than her. When her health is lower than 1/4, she will summon 2 identical clones of her attacker. (both instances if there are no clones within 15 spaces) Included the Clone.cs from the Ancient Spell System. (Props go to it's creator)
Miners - DemontekForeman, InsanePickaxe - Just another mini boss I made to overrun Minoc. Never got around to finishing the rest of the miners to go along with him. See Post #8 for more info.
Vampires - CrourManus, HalfMoon, LifeForce, Magnus - I have highly modified the Vampires from these forums (Akasha, Servant of Akasha, Vampire Lord etc, etc) and added one extra. Magnus, the Ancient Vampire. I didn't post the rest of them because I didn't think they were modded enough to deem repostable. PM me if you would like the rest. Magnus is just another one of the Vampires, nothing real special about him. Powerful though. He carries the CruorManus (BloodFang). This is a katana with some nice abilities. The HalfMoon is a new bow I made for Akasha. It has nice effects, and uses LifeForce, wich I have drop on all vampires. It also has a 1/7 chance of 'sucking' the lifeforce from creatures. It will suck 5 LifeForce when it does so. *Magnus was originally created by Vidi and highly modified by me. Support for this one is given by me, since it's most likely nearly nothing like what he originally posted. *
ChampionSpawn - I didn't have a highend computer hosting my shard, and most of the time doing champs, even on my ethernet, I find it lagging due to all the dead bodies on the ground. So I modfied my ChampSpawn to do a cleanup. It will search the ground withing it's SpawnRange and delete any body that is not Human. It does this just about every time you get a white candle. I was going to add in a gatherer that would gather all the gold/tokens in these bodies and dispers it after the champ was done. PM me if you want me to do so and I will work on it. Added Gatherer to the Cleaner. See post #16 for more info. Fixed deletion of polymorphed player corpses. See post #50 for details.
JadeStorm - This is my admin weapon. I included it in this pack for the sole reason of giving scripters out there an example of different effects that can be done with weapon hits. Take a look at it and explore the possibilities.
LightGrabber - This is two items in one. One is a simple LightSource that is linked to the second, wich is an item you can target. You can change the Light of the second one, wich will change the LightSource. This allows you to be able to move LightSources around and change the type of light. Also have a DarkGrabber, but it doens't seem to emit the DarkSource for some reason.
RuneLibrary, RuneLibraryTrammel, TMaps.txt - These have both been posted here, but I thought I would include them in the pack. They are a set of all the treasure map locations according to UOAM. I believe it is pretty easy to update/change the locations. Just edit the TMaps.txt. Currently the format is Map# MapName X Y Z MapName are the names you will see on UOAM atm. **Edit**To add them, type [RuneLibrary and [RuneLibraryTrammel
Instructions for use :
All of the scripts should be Drag/Drop into your custom folder except ChampionSpawn.cs and TMaps.txt.
ChampionSpawn.cs - Backup your current one and replace with this one. (or something to that effect)
TMaps.txt - put in your Server\Data\ folder.
If you see scripts in here that you wish credit for, please tell me and I will give it if it's apropriate. Post back if there are any problems or if you need some help or if I have left out some scripts needed for use. I think I got all required ones, but it is 2am
Note - If you want the correct hues for these items, you may feel free to download my Hues.mul here : Hues.rar You can either use it to have the correct numbers, or take the correct numbers and add them to your own Hues.mul. A good program to do this would be Hue Manager 1.01. Find it here : Hue Manager 1.01
Hope to hear feedback, both good and creative. Untill then, Peace!
I have closed my shard down for the time being and figured I'd share some of the scripts I've made / highly modded with the public. This pack is for RunUO 1.0 RC0. B36 and below will be given no support. Here is a description of what you will be downloading :
Updated Interest System according to post #60. See that post for quick fix - Current Version = 1.2b
Updated according to post #50 - Current version = 1.2a
Updated according to post #16 - Current version = 1.2
Updated according to Post #8
Addons - BallistaEast, BallistaSouth, CatapultEast, CatapoultSouth, CatapultWest, GreekTemple *Created by KnightAGS*, Lighthouse, Piano, SerpantPillar - I didn't know if any of these were in circ yet, and I had made them with the addongenerator, so I thought I'd put them out there.
Bulk Reg Stone - BulkRegGump, BulkRegStone - A reg stone I made for my players. It allows you to enter any amount you want for each kind of reg, and it will charge accordingly (5 gold / reg)
Druids - AncientDruid, EvilDruidAprentice, EvilDruid, EvilDruidLord, DruidRobe, EarthScepter, WaterScepter, WoodScepter, SummonedTreefellow - I do not know who first posted the Druid pack (props to them) but I have highly modified the Ancient Druid and the robes. I included the other druids because the Ancient summons some of them. The Ancient is on a counter. When he is hit with melee, the counter increases by 1. When the counter is at certain levels, he will summon different things. Check the code to see what he summons and when. Included the SummonedTreefellow from the Druid Spell System as well, due to it being summoned. **Added back the disclaimers for the druids**
Hue Number Tub - HueNumberGump, HueNumberTub, HueMe - A dye tub that players can enter any hue number in the gump and be able to dye any item in their bag. The HueMe command allows players to get the hue of items in game, just like GM's doing [get Hue. I was going to put restricted hues in for this, but have not got around to doing it. If you want me to do that and update, please PM me and I will work on the generic code to do so. Added Hue Restrictions, see Post #16 for more info
Interest System - Interest System, InterestBag - An interest system...it will search through all player's bank accounts (both online and offline) and tally up their gold/checks. It then checks to see if they have an interest bag in their bank, and if not puts one in the top left corner, not movable. Then it puts interest in that bag. I have set it to do this once a day, with wich hour it does it commented in the script. Also commented where to change the amount of interest it gives, currently 1/100. Updated to give checks if amount to give is above 60k.
Mages - Illusionist, TerrokSage, Unsummoner, MageRobe, OrbsOfIllusion, SageStaff, Clone - Some creatures resulting from my imagination running wild. Both the OrbsOfIllusion and the SageStaff will emit a cirlce of light when worn, and both have different skill base. Orbs = Stealth, Staff = Magery. Both are damn good weapons, so you might need to tweak a bit. They are 'baseweapon' though, so they cannot be repaired, nor do their special abilities work. I might change this in future releases. MageRobes (there are 2 types) will give a boost to Magery when worn, and both give special Titles when worn/double clicked. The Unsummoner is a 'mage' that I created to counteract the tamers being able to use their dragons as 'bait' against the other two mages. These guys have special melee attacks/defenses. If a tamed creature hits it or is hit by it, it will stable that creature in the owners stable. If the stable is full, it will shrink it. TerrokSage is basically just a powerful mage with the SageStaff that will summon a UnSummoner if there are none within 15 steps. The Illusionist is a unique creature (as far as I've seen) She wears the Orbs and has a few special features when hit. When her health is higher than 1/4, she will summon 2 clones of herself and an Unsummoner. These clones are actually weaker than her. When her health is lower than 1/4, she will summon 2 identical clones of her attacker. (both instances if there are no clones within 15 spaces) Included the Clone.cs from the Ancient Spell System. (Props go to it's creator)
Miners - DemontekForeman, InsanePickaxe - Just another mini boss I made to overrun Minoc. Never got around to finishing the rest of the miners to go along with him. See Post #8 for more info.
Vampires - CrourManus, HalfMoon, LifeForce, Magnus - I have highly modified the Vampires from these forums (Akasha, Servant of Akasha, Vampire Lord etc, etc) and added one extra. Magnus, the Ancient Vampire. I didn't post the rest of them because I didn't think they were modded enough to deem repostable. PM me if you would like the rest. Magnus is just another one of the Vampires, nothing real special about him. Powerful though. He carries the CruorManus (BloodFang). This is a katana with some nice abilities. The HalfMoon is a new bow I made for Akasha. It has nice effects, and uses LifeForce, wich I have drop on all vampires. It also has a 1/7 chance of 'sucking' the lifeforce from creatures. It will suck 5 LifeForce when it does so. *Magnus was originally created by Vidi and highly modified by me. Support for this one is given by me, since it's most likely nearly nothing like what he originally posted. *
ChampionSpawn - I didn't have a highend computer hosting my shard, and most of the time doing champs, even on my ethernet, I find it lagging due to all the dead bodies on the ground. So I modfied my ChampSpawn to do a cleanup. It will search the ground withing it's SpawnRange and delete any body that is not Human. It does this just about every time you get a white candle. I was going to add in a gatherer that would gather all the gold/tokens in these bodies and dispers it after the champ was done. PM me if you want me to do so and I will work on it. Added Gatherer to the Cleaner. See post #16 for more info. Fixed deletion of polymorphed player corpses. See post #50 for details.
JadeStorm - This is my admin weapon. I included it in this pack for the sole reason of giving scripters out there an example of different effects that can be done with weapon hits. Take a look at it and explore the possibilities.
LightGrabber - This is two items in one. One is a simple LightSource that is linked to the second, wich is an item you can target. You can change the Light of the second one, wich will change the LightSource. This allows you to be able to move LightSources around and change the type of light. Also have a DarkGrabber, but it doens't seem to emit the DarkSource for some reason.
RuneLibrary, RuneLibraryTrammel, TMaps.txt - These have both been posted here, but I thought I would include them in the pack. They are a set of all the treasure map locations according to UOAM. I believe it is pretty easy to update/change the locations. Just edit the TMaps.txt. Currently the format is Map# MapName X Y Z MapName are the names you will see on UOAM atm. **Edit**To add them, type [RuneLibrary and [RuneLibraryTrammel
Instructions for use :
All of the scripts should be Drag/Drop into your custom folder except ChampionSpawn.cs and TMaps.txt.
ChampionSpawn.cs - Backup your current one and replace with this one. (or something to that effect)
TMaps.txt - put in your Server\Data\ folder.
If you see scripts in here that you wish credit for, please tell me and I will give it if it's apropriate. Post back if there are any problems or if you need some help or if I have left out some scripts needed for use. I think I got all required ones, but it is 2am
Note - If you want the correct hues for these items, you may feel free to download my Hues.mul here : Hues.rar You can either use it to have the correct numbers, or take the correct numbers and add them to your own Hues.mul. A good program to do this would be Hue Manager 1.01. Find it here : Hue Manager 1.01
Hope to hear feedback, both good and creative. Untill then, Peace!